Crusader Kings III

Crusader Kings III

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Immersive Mercs & Raiders
   
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1.530 MB
ápr. 10., 10:46
ápr. 30., 19:48
15 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
Immersive Mercs & Raiders

1 One Proud Brazilian készítette gyűjteményben
** Better Vanilla CK3 ** (1.15.x)
78 elem
Leírás


Introduction
This mod reworks and expands on mercenary companies and raiding, adding new functionalities and flavor events for a more immersive gameplay experience. Mercenary leaders and raiding army commanders will feel more alive and present, with their personality directly shaping the events they trigger while hired or pillaging.
-> Almost 100 events have been added, ranging from negotiating with mercenary leaders to being extorted by an enemy raider, with multiple variants depending on personality.


How the Mod Works?
Mercenary Companies
-> Some months after hiring a mercenary, an event will allow you to try to negotiate the price, potentially receiving part of the money back. The amount is halved for vassals.
-> After 3 years of contract, if you are at peace, negative mercenary events may trigger, depending on several conditions. As in history, mercenaries are prone to cause trouble when idle. The mercenary leader's personality and opinion are relevant for these events.
-> Loyal, allied, friendly or romanticized captains won't cause trouble!

Raiding Events
-> Events can trigger at the start of raiding, on completion, on defeat and on loot delivery
-> After defeating a raiding army, you will be prompted to pursue/kill or let them flee
-> When delivering a substantial loot, you can divide half with the clergy or your soldiers

Chevauchée Interaction (NEW)
-> Feudal/Clan/Admin players can now Raid with a new interaction: "Chevauchée".
-> This interaction will start an event chain where you will select the participants.
-> Based on capital to capital distance. Can target vassals, not only independent rulers.
-> Rewards include Gold, Prestige, and Dread (and a negative modifier for the target).
-> New Court Position: "Master of Raids" (required for the Chevauchée interaction).
(AI doing Chevauchée is a Work in Progress!)


Balance Changes
Changes to Mercenaries
-> Contract duration increased to 6 years
-> Increased allowed debt to 36 months
-> Base hire price increased
-> Hire range slightly reduced
-> Reduced merc levies (maa focus)
-> Standardized merc prices and sizes
-> Decreased merc reinforcement rate
(The goal is to allow "permanent" mercenary armies as a viable gameplay option, especially for low-rank independent rulers who can hire at maximum discount, while also negotiating the best prices. Mercenaries had to be standardized in size due to how the scripted values are calculated. AI will hire mercenaries when at war, as in vanilla)

Changes to Raiding
-> Players can raid, if feudal/clan, and Count/Duke (or Bellicose King)
-> Raiding coreligionists has consequences, specially for players
-> AI is now way more flexible about raiding, specially with Bellicose ethos
-> AI will prioritize raiding hostile religions far more than in vanilla
-> Loot is now 3x larger, but raiding takes 4x more time (Read Note Below)
-> Raiding now has 2x attrition (harder prolonged raiding)
-> Raiding is way more impactful for county development
-> "Raided Me" opinion modifier now give -30 opinion
(Raiding was very common throughout history, and even "civilized" rulers frequently raided their neighbors. A notable example is the English "chevauchée" against the French during the Hundred Years' War. However, allowing unrestricted raiding can lead to a chaotic gameplay experience that is more frustrating than fun. Therefore, AI should raid more often, and players should too, just not "always")

Note: Many vanilla traits and modifiers, such as Reaver, reduce raid time significantly (e.g., by 40%). They are much more useful now. Therefore, a raiding army commander should be specialized and distinct. If you find raiding too slow, consider hiring a mercenary captain with the Reaver trait or seeking a commander with the Strategist lifestyle, etc.

General Changes
-> Reworked debt modifiers to simulate a monthly exchange of prestige for gold
-> AI is more selective about war, and will wage war slightly less frequently
-> AI will hire slightly more mercs when possible
-> Legitimacy now impacts Levy Size, Garrison, Maa Maintenance, Hostile Raid Time
(Since raiding is now more common and impactful, with less restrictions for feudal/clans, the map will already see enough action, and AI can be more selective when waging wars, while also investing more on these wars)


Fan-Made Translations:
Chinese: https://steamcommunity.com/sharedfiles/filedetails/?id=3090564070
Italian: https://steamcommunity.com/sharedfiles/filedetails/?id=3464855783


Compatibility:
-> It seems to be compatible with everything, including AGOT
-> Replaces "can_raid_trigger". (if you see the Night's Watch raiding, well...)
-> Perfectly compatible with Pillage mod (by @CaelReader)
-> Perfectly compatible with Mercenary Connections trait (by @Nick)

Recommendation:
Hello! I've been creating mods for CK3 for over a year. Try them :)
-> Chat GPT Flavor Pack (A mod that introduces a wealth of flavor content!)
-> Immersive Mercs & Raiders (Reworks mercenaries and raids, adds ~100 related events)
-> Populated World! (Increses the world population by about 25% in a immersive way)
-> County Temperaments (Adds personality to county populations and new buildings)
-> Additional Lifestyles (Adds an additional tree for each lifestyle, totaling six new trees)
-> Royal Court Event Pack (Adds 400+ court events, expanding the Royal Court DLC!)
-> Immersive Realm Laws (Adds 14 New Realm Laws, along with unique mechanics!)
-> Manor Domicile (Feudal/Clan) (Introduces new domicile types for feudal/clan/tribals)
-> Royal Court for Dukes (Unlocks royal court for dukes in a balanced way)
-> Simple Graphic Pack (A careful selection of edited and compatibilized graphic mods)

35 megjegyzés
Otro Nico máj. 9., 21:10 
is it 1.16 compatible?
Sada máj. 6., 10:28 
You are missing the RAID_NOMAD_FACTOR in the NRAID defines. Btw the progress per soldier feels so low, especially if you have quite a few siege engines it feels like you can conquer 10 cities in the time it takes to raid 1 random monastry.
One Proud Brazilian  [készítő] máj. 6., 7:00 
chevauchee is based on capital to capital distance. Target a vassal close to your borders.
Alpha_Kilo máj. 6., 0:00 
Facing issue with this mod, it keeps showing the target realm is distant and wont let me raid even my neighbour
Moloch ápr. 28., 14:05 
is this save compatible?
One Proud Brazilian  [készítő] ápr. 27., 6:15 
Considering the feedbacks, here is the update :)

REBALANCE:
-> base raid speed increased
-> decreased speed per soldier
(This benefits smaller raiding armies)
-> Base raid time decreased
(Raiding low fort level holdings is now faster)
Khan ápr. 27., 5:00 
Honestly, props to the creator . you can tell they put a lot of heart into making the Vikings feel more alive. But gameplay-wise, it doesn't really change much, and those crazy long sieges kinda kill the vibe a bit.
[82AD] STEEL ápr. 21., 3:15 
I think if possible to make Bishoprics and Monasteries easier (1-3 months) and keep Towns and Castles on 5-8 months.
One Proud Brazilian  [készítő] ápr. 20., 15:57 
I will rebalance towards benefiting smaller armies. Game rule is not possible, since these values are managed by "defines.txt" file
Coach ápr. 20., 11:18 
mhmm i have to agree with STEEL, it doesnt make sense for a small, fast moving vikingr raiding crew to need 7 months to raid Lindisfarm. Having the ability to adjust in settings would be brilliant.